Cannot Convert Real to Integer?

NeuroToxin

New Member
Reaction score
46
Basically, I get 3 errors with Cannot Convert Integer to Real, or cannot convert Real to Integer, I think its the second one. Nevertheless, code is commented, and I'll point out where the errors are.

JASS:

scope SoulMirror initializer Init
    globals
//The ability ID for the spell Soul Mirror
        private constant integer SPELLID = 'A001'
//The spell ID of the Dummyillusion ability
        private constant integer ILLUSIONID = 'A000'
//The distance in which the SOULS_PER_DISTANCE are used. If you travel 750, it will only use one
//soul, it has to be greater than 1000 to use two +
        private constant real DISTANCE = 1000
//The amount of souls used per X distance
        private constant real SOULS_PER_DISTANCE = 2
//The effect to be played at the end when the damage is being dealt.
        private constant string EFFECT_ON_HIT = "Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl"
//The effect that is played when the caster leaves, along with the HIDE_EFFECT
        private constant string LEAVING_EFFECT = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
//The effect played where the damage occurs
        private constant string AOE_EFFECT = "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl"
//The effect to distract the eye while the caster is hid.
        private constant string HIDE_EFFECT = "Abilities\\Spells\\Other\\HowlOfTerror\\HowlCaster.mdl"
//The interval at which the timing system will operate
        private constant real INTERVAL = 0.03
//The offset each Interval seconds.
        private constant integer OFFSET = 25
//The unimportant constants, yet they still need to be here
        private constant attacktype ATTACK_TYPE = ATTACK_TYPE_NORMAL
        private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_NORMAL
        private constant weapontype WEAPON_TYPE = WEAPON_TYPE_WHOKNOWS
    endglobals
    
    private function AOE takes integer lvl returns real
        return 100 + (lvl * 50.)
    endfunction
    
    private function DAMAGE takes integer lvl returns real
        return 75 + (lvl * 75.)
    endfunction
    
    private function FilterFunc takes nothing returns boolean
    local unit u = GetFilterUnit()
    local boolean bool1 = IsUnitType(u, UNIT_TYPE_DEAD) == false
    local boolean bool2 = IsUnitType(u, UNIT_TYPE_MAGIC_IMMUNE) == false
    local boolean bool3 = IsUnitType(u, UNIT_TYPE_STRUCTURE) == false
        return bool1 and bool2 and bool3
    endfunction
    
    struct SoulMirror
        unit Caster
        real CasterX
        real CasterY
        real TargetX
        real TargetY
        unit Dummy
        real DistanceToTarget
        real angle
        real Totalsouls
        static integer structtype
    endstruct
    
    private function DamageUnits takes nothing returns nothing
    local SoulMirror s = SoulMirror.structtype
    local unit p = GetEnumUnit()
    local real x = GetUnitX(p)
    local real y = GetUnitY(p)
    local integer level = GetUnitAbilityLevel(s.Caster, SPELLID)
    local real damage = DAMAGE(level)
    call UnitDamageTarget(s.Caster, p, damage, true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
    call DestroyEffect(AddSpecialEffect(EFFECT_ON_HIT, x, y))
    set p = null
    endfunction
    
    private function MoveUnit takes nothing returns boolean
    local SoulMirror s = KT_GetData()
    local real DX = GetUnitX(s.Dummy)
    local real DY = GetUnitY(s.Dummy)
    local real DNewX = DX + OFFSET * Cos(s.angle)
    local real DNewY = DY + OFFSET * Sin(s.angle)
    local boolean DistCheck = (s.DistanceToTarget >= 50)
    local integer level = GetUnitAbilityLevel(s.Caster, SPELLID)
    local real areaofeffect = AOE(level)
    local group tempgroup
//Checking distance between the points.
    if DistCheck then 
//If it's true, then we set the dummy position closer to the targeted spot
        call SetUnitX(s.Dummy, DNewX)
        call SetUnitY(s.Dummy, DNewY)
        call DestroyEffect(AddSpecialEffect(LEAVING_EFFECT, DNewX, DNewY))
        call SetUnitFacing(s.Dummy, s.angle)
        set s.DistanceToTarget = s.DistanceToTarget - OFFSET
    else
//If it's not true, then we create the effects and initialize the group.
//First, we make the group to check around the casters initial casting to damage them.
        set tempgroup = CreateGroup()
        call GroupEnumUnitsInRange(tempgroup, s.CasterX, s.CasterY, areaofeffect, Condition(function FilterFunc))
         if CountUnitsInGroup(tempgroup) > 0 then
//If there are any units around the initial spot, then we damage them, else we destroy the instance
//We also unhide the caster now, and create an effect to show the unhiding.
            set SoulMirror.structtype = s
            call ForGroup(tempgroup, function DamageUnits)
        endif
        call SetUnitX(s.Caster, s.TargetX)
        call SetUnitY(s.Caster, s.TargetY)
        call DestroyEffect(AddSpecialEffect(HIDE_EFFECT, GetUnitX(s.Caster), GetUnitY(s.Caster)))
//Then we check the target coordinates to damage the units there too. Nifty huh.
        call DestroyGroup(tempgroup)
        set tempgroup = CreateGroup()
        call GroupEnumUnitsInRange(tempgroup, s.TargetX, s.TargetY, areaofeffect, Condition(function FilterFunc))
        call ShowUnit(s.Caster, true)
        if CountUnitsInGroup(tempgroup) > 0 then
//If there are any units around the initial spot, then we damage them, else we destroy the instance
//We also unhide the caster now, and create an effect to show the unhiding.
            set SoulMirror.structtype = s
            call ForGroup(tempgroup, function DamageUnits)
        endif
        call DestroyGroup(tempgroup)
        call s.destroy()
    endif
    return false
    endfunction
    
    private function RemoveUnits takes nothing returns nothing
    local unit p = GetEnumUnit()
    call GroupRemoveUnit(CirclingUnits[GetUnitUserData(GetTriggerUnit())], p)
    call RemoveUnit(p)
    set p = null
    endfunction
    
    private function OnCast takes nothing returns boolean
    local SoulMirror s
    local boolean cond = (CountUnitsInGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())]) > 0)
    local real X
    local real Y
    local integer count
    local real DistX
    local real DistY
    local real Tempreal
    local group tempgroup
    if GetSpellAbilityId() == SPELLID and cond then
        set s = SoulMirror.create()
        set s.Caster = GetTriggerUnit()
        set s.TargetX = GetSpellTargetX()
        set s.TargetY = GetSpellTargetY()
        set DistX = s.TargetX - X
        set DistY = s.TargetY - Y
        set Tempreal = SquareRoot(DistX * DistX + DistY * DistY)
        set s.DistanceToTarget = Tempreal
        set count = CountUnitsInGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())])
        set s.Totalsouls = ((s.DistanceToTarget / DISTANCE) / SOULS_PER_DISTANCE)
//Setting the spell target coordinates and souls needed.
        set s.Dummy = GroupPickRandomUnit(CirclingUnits[GetUnitUserData(s.Caster)])
//HERE is an error!      Dddddddddddddddddddddddddddddddddddddddd
        set Count[GetUnitUserData(s.Caster)] = Count[GetUnitUserData(s.Caster)] - 1
        call GroupRemoveUnit(CirclingUnits[GetUnitUserData(s.Caster)], s.Dummy)
        set Y = GetUnitY(s.Dummy)
        set X = GetUnitX(s.Dummy)
        set s.CasterX = GetUnitX(s.Caster)
        set s.CasterY = GetUnitY(s.Caster)
        set s.angle = bj_RADTODEG * Atan2(s.CasterY - s.TargetY, s.CasterX - s.TargetX)
//Hide the caster and create an effect to make it look cool and trick the eye
//We also are making the illusion here
        call UnitAddAbility(s.Caster, ILLUSIONID)
        call SetUnitAbilityLevel(s.Caster, ILLUSIONID, GetUnitAbilityLevel(s.Caster, SPELLID))
        call IssueTargetOrderById(s.Caster, 852274, GetTriggerUnit())
        call UnitRemoveAbility(s.Caster, ILLUSIONID)
        call ShowUnit(s.Caster, false)
        call DestroyEffect(AddSpecialEffect(LEAVING_EFFECT, GetUnitX(s.Caster), GetUnitY(s.Caster)))
        call DestroyEffect(AddSpecialEffect(HIDE_EFFECT, GetUnitX(s.Caster), GetUnitY(s.Caster)))
//Picking, and destroying the struct in which the unit was associated with before
        call SetUnitScale(s.Dummy, 300 * 0.01, 300 * 0.01, 300 * 0.01)
//Making the unit stick out a bit.
        set Souls.Circling = true
        if CountUnitsInGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())]) < s.Totalsouls then
//HERE IS AN ERROR--------------------------------------------------------------
            set s.DistanceToTarget =  s.DistanceToTarget - ((s.Totalsouls - count) * (DISTANCE / SOULS_PER_DISTANCE))
            call ForGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())], function RemoveUnits)
            set Count[GetUnitUserData(GetTriggerUnit())] = 0
        else
//HERE IS THE LAST ERROR---------------------------------------------
            set Count[GetUnitUserData(GetTriggerUnit())] = Count[GetUnitUserData(GetTriggerUnit())] - s.Totalsouls
            set tempgroup = CreateGroup()
            call GetRandomSubGroup(s.Totalsouls, CirclingUnits[GetUnitUserData(GetTriggerUnit())])
        endif
//Destroying the struct associated with before, the true creates a separate condition in the
//SoulAcquire trigger in the movement.
        call KT_Add( function MoveUnit, INTERVAL, s)
    endif
    return false
    endfunction

    //===========================================================================
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger(  )
        call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition( t, Condition(function OnCast) )
    endfunction
endscope
 

Risen

New Member
Reaction score
4
[ljass]set s.DistanceToTarget = s.DistanceToTarget - ((s.Totalsouls - count) * (DISTANCE / SOULS_PER_DISTANCE))[/ljass]

[ljass]s.DistanceToTarget =[/ljass] an integer
[ljass]s.Totalsouls =[/ljass] an integer
[ljass]DISTANCE =[/ljass] a real
[ljass]SOULS_PER_DISTANCE =[/ljass] a real

If you're going to use them together, they all need to be the same.
 

NeuroToxin

New Member
Reaction score
46
Okay, so wheres my errors now? When I casted the spell, the dummy unit went entirely the wrong way, my caster died, there was a permanant howl effect under him and any units they went through died...
JASS:
scope SoulMirror initializer Init
    globals
//The ability ID for the spell Soul Mirror
        private constant integer SPELLID = 'A001'
//The spell ID of the Dummyillusion ability
        private constant integer ILLUSIONID = 'A000'
//The distance in which the SOULS_PER_DISTANCE are used. If you travel 750, it will only use one
//soul, it has to be greater than 1000 to use two +
        private constant real DISTANCE = 1000
//The amount of souls used per X distance
        private constant real SOULS_PER_DISTANCE = 2
//The effect to be played at the end when the damage is being dealt.
        private constant string EFFECT_ON_HIT = "Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl"
//The effect that is played when the caster leaves, along with the HIDE_EFFECT
        private constant string LEAVING_EFFECT = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
//The effect played where the damage occurs
        private constant string AOE_EFFECT = "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl"
//The effect to distract the eye while the caster is hid.
        private constant string HIDE_EFFECT = "Abilities\\Spells\\Other\\HowlOfTerror\\HowlCaster.mdl"
//The interval at which the timing system will operate
        private constant real INTERVAL = 0.03
//The offset each Interval seconds.
        private constant integer OFFSET = 25
//The unimportant constants, yet they still need to be here
        private constant attacktype ATTACK_TYPE = ATTACK_TYPE_NORMAL
        private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_NORMAL
        private constant weapontype WEAPON_TYPE = WEAPON_TYPE_WHOKNOWS
    endglobals
    
    private function AOE takes integer lvl returns real
        return 100 + (lvl * 50.)
    endfunction
    
    private function DAMAGE takes integer lvl returns real
        return 75 + (lvl * 75.)
    endfunction
    
    private function FilterFunc takes nothing returns boolean
    local unit u = GetFilterUnit()
    local boolean bool1 = IsUnitType(u, UNIT_TYPE_DEAD) == false
    local boolean bool2 = IsUnitType(u, UNIT_TYPE_MAGIC_IMMUNE) == false
    local boolean bool3 = IsUnitType(u, UNIT_TYPE_STRUCTURE) == false
        return bool1 and bool2 and bool3
    endfunction
    
    struct SoulMirror
        unit Caster
        real CasterX
        real CasterY
        real TargetX
        real TargetY
        unit Dummy
        real DistanceToTarget
        real angle
        real Totalsouls
        static integer structtype
    endstruct
    
    private function DamageUnits takes nothing returns nothing
    local SoulMirror s = SoulMirror.structtype
    local unit p = GetEnumUnit()
    local real x = GetUnitX(p)
    local real y = GetUnitY(p)
    local integer level = GetUnitAbilityLevel(s.Caster, SPELLID)
    local real damage = DAMAGE(level)
    call UnitDamageTarget(s.Caster, p, damage, true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
    call DestroyEffect(AddSpecialEffect(EFFECT_ON_HIT, x, y))
    set p = null
    endfunction
    
    private function MoveUnit takes nothing returns boolean
    local SoulMirror s = KT_GetData()
    local real DX = GetUnitX(s.Dummy)
    local real DY = GetUnitY(s.Dummy)
    local real DNewX = DX + OFFSET * Cos(s.angle)
    local real DNewY = DY + OFFSET * Sin(s.angle)
    local boolean DistCheck = (s.DistanceToTarget >= 50)
    local integer level = GetUnitAbilityLevel(s.Caster, SPELLID)
    local real areaofeffect = AOE(level)
    local group tempgroup
//Checking distance between the points.
    if DistCheck then 
//If it's true, then we set the dummy position closer to the targeted spot
        call SetUnitX(s.Dummy, DNewX)
        call SetUnitY(s.Dummy, DNewY)
        call DestroyEffect(AddSpecialEffect(LEAVING_EFFECT, DNewX, DNewY))
        call SetUnitFacing(s.Dummy, s.angle)
        set s.DistanceToTarget = s.DistanceToTarget - OFFSET
    else
//If it's not true, then we create the effects and initialize the group.
//First, we make the group to check around the casters initial casting to damage them.
        set tempgroup = CreateGroup()
        call GroupEnumUnitsInRange(tempgroup, s.CasterX, s.CasterY, areaofeffect, Condition(function FilterFunc))
         if CountUnitsInGroup(tempgroup) > 0 then
//If there are any units around the initial spot, then we damage them, else we destroy the instance
//We also unhide the caster now, and create an effect to show the unhiding.
            set SoulMirror.structtype = s
            call ForGroup(tempgroup, function DamageUnits)
        endif
        call SetUnitX(s.Caster, s.TargetX)
        call SetUnitY(s.Caster, s.TargetY)
        call DestroyEffect(AddSpecialEffect(HIDE_EFFECT, GetUnitX(s.Caster), GetUnitY(s.Caster)))
//Then we check the target coordinates to damage the units there too. Nifty huh.
        call DestroyGroup(tempgroup)
        set tempgroup = CreateGroup()
        call GroupEnumUnitsInRange(tempgroup, s.TargetX, s.TargetY, areaofeffect, Condition(function FilterFunc))
        call ShowUnit(s.Caster, true)
        if CountUnitsInGroup(tempgroup) > 0 then
//If there are any units around the initial spot, then we damage them, else we destroy the instance
//We also unhide the caster now, and create an effect to show the unhiding.
            set SoulMirror.structtype = s
            call ForGroup(tempgroup, function DamageUnits)
        endif
        call DestroyGroup(tempgroup)
        call s.destroy()
    endif
    return false
    endfunction
    
    private function RemoveUnits takes nothing returns nothing
    local unit p = GetEnumUnit()
    call GroupRemoveUnit(CirclingUnits[GetUnitUserData(GetTriggerUnit())], p)
    call RemoveUnit(p)
    set p = null
    endfunction
    
    private function OnCast takes nothing returns boolean
    local SoulMirror s
    local boolean cond = (CountUnitsInGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())]) > 0)
    local real X
    local real Y
    local integer count
    local real DistX
    local real DistY
    local real Tempreal
    local group tempgroup
    if GetSpellAbilityId() == SPELLID and cond then
        set s = SoulMirror.create()
        set s.Caster = GetTriggerUnit()
        set s.TargetX = GetSpellTargetX()
        set s.TargetY = GetSpellTargetY()
        set X = GetUnitX(GetTriggerUnit())
        set Y = GetUnitY(GetTriggerUnit())
        set DistX = s.TargetX - X
        set DistY = s.TargetY - Y
        set Tempreal = SquareRoot(DistX * DistX + DistY * DistY)
        set s.DistanceToTarget = Tempreal
        call BJDebugMsg(R2S(s.DistanceToTarget))
        set count = CountUnitsInGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())])
        set s.Totalsouls = ((s.DistanceToTarget / DISTANCE) / SOULS_PER_DISTANCE)
//Setting the spell target coordinates and souls needed.
        set s.Dummy = GroupPickRandomUnit(CirclingUnits[GetUnitUserData(s.Caster)])
        set Count[GetUnitUserData(s.Caster)] = Count[GetUnitUserData(s.Caster)] - 1
        call GroupRemoveUnit(CirclingUnits[GetUnitUserData(s.Caster)], s.Dummy)
        set Y = GetUnitY(s.Dummy)
        set X = GetUnitX(s.Dummy)
        set s.CasterX = GetUnitX(s.Caster)
        set s.CasterY = GetUnitY(s.Caster)
        set s.angle = bj_RADTODEG * Atan2(s.TargetY - s.CasterY, s.TargetX - s.CasterX)
//Hide the caster and create an effect to make it look cool and trick the eye
//We also are making the illusion here
        call UnitAddAbility(s.Caster, ILLUSIONID)
        call SetUnitAbilityLevel(s.Caster, ILLUSIONID, GetUnitAbilityLevel(s.Caster, SPELLID))
        call IssueTargetOrderById(s.Caster, 852274, GetTriggerUnit())
        call UnitRemoveAbility(s.Caster, ILLUSIONID)
        call DestroyEffect(AddSpecialEffect(LEAVING_EFFECT, GetUnitX(s.Caster), GetUnitY(s.Caster)))
        call DestroyEffect(AddSpecialEffect(HIDE_EFFECT, GetUnitX(s.Caster), GetUnitY(s.Caster)))
        call ShowUnit(s.Caster, false)
//Picking, and destroying the struct in which the unit was associated with before
        call SetUnitScale(s.Dummy, 300 * 0.01, 300 * 0.01, 300 * 0.01)
//Making the unit stick out a bit.
        set Souls.Circling = true
        if CountUnitsInGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())]) < s.Totalsouls then
            set s.DistanceToTarget =  s.DistanceToTarget - ((s.Totalsouls - count) * (DISTANCE / SOULS_PER_DISTANCE))
            call ForGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())], function RemoveUnits)
            set Count[GetUnitUserData(GetTriggerUnit())] = 0
        else
            set Count[GetUnitUserData(GetTriggerUnit())] = Count[GetUnitUserData(GetTriggerUnit())] - s.Totalsouls
            set tempgroup = CreateGroup()
            set tempgroup = GetRandomSubGroup(R2I(s.Totalsouls), CirclingUnits[GetUnitUserData(GetTriggerUnit())])
            call ForGroup(tempgroup, function RemoveUnits)
        endif
//Destroying the struct associated with before, the true creates a separate condition in the
//SoulAcquire trigger in the movement.
        call KT_Add( function MoveUnit, s, INTERVAL)
    endif
    return false
    endfunction

    //===========================================================================
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger(  )
        call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition( t, Condition(function OnCast) )
    endfunction
endscope
 

cleeezzz

The Undead Ranger.
Reaction score
268
oh and your unit will die because your filter func doesn't prevent any of your allied units or the caster himself from being selected
 
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